
Sun
It can instantaneously sense its opponent’s movements by feeling air currents with its fine fur.
Moon
It unleashes psychic power from the orb on its forehead. When its power is exhausted, the orb grows dull and dark.
Ultra Sun
Although it originally had no powers at all, people say its precognitive faculties were awakened by its need to protect itself.
Ultra Moon
Psychic power builds up in the orb on its forehead as it bathes in the sunshine. Espeon is not good at battling at night.
Evolution Chain
Pokédex Data
Classification
Sun Pokémon
Height
0.9 m (2'11")
Weight
26.5 kg (58.4 lbs)
Abilities
- Synchronize
- Magic Bounce (Hidden)
Game Locations
- Alola Route 4 Area
- Alola Route 6 North
- Alola Route 6 South
Training
EV Yield
+2 Sp. Atk
Catch Rate
45
Base Friendship
70
Growth Rate
medium
Gender Ratio
♂
♀
Egg Groups
Ground
Learned Moves
Level Up Moves
Sun/Moon
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Tail Whip | — | 100% | 30 | Lowers the target's Defense by one stage. | |
1 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
1 | Helping Hand | — | — | 20 | Ally's next move inflicts half more damage. | |
5 | Sand Attack | — | 100% | 15 | Lowers the target's accuracy by one stage. | |
9 | Baby Doll Eyes | — | 100% | 30 | Lowers the target's Attack by one stage. | |
13 | Quick Attack | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
17 | Swift | 60 | — | 20 | Never misses. | |
20 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
25 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
29 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |
33 | Morning Sun | — | — | 5 | Heals the user by half its max HP. Affected by weather. | |
37 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
41 | Last Resort | 140 | 100% | 5 | Can only be used after all of the user's other moves have been used. | |
45 | Power Swap | — | — | 10 | User swaps Attack and Special Attack changes with the target. |
Ultra Sun/Ultra Moon
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
1 | Tail Whip | — | 100% | 30 | Lowers the target's Defense by one stage. | |
1 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
1 | Helping Hand | — | — | 20 | Ally's next move inflicts half more damage. | |
5 | Sand Attack | — | 100% | 15 | Lowers the target's accuracy by one stage. | |
9 | Baby Doll Eyes | — | 100% | 30 | Lowers the target's Attack by one stage. | |
13 | Quick Attack | 40 | 100% | 30 | Inflicts regular damage with no additional effect. | |
17 | Swift | 60 | — | 20 | Never misses. | |
20 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
25 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
29 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |
33 | Morning Sun | — | — | 5 | Heals the user by half its max HP. Affected by weather. | |
37 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
41 | Last Resort | 140 | 100% | 5 | Can only be used after all of the user's other moves have been used. | |
45 | Power Swap | — | — | 10 | User swaps Attack and Special Attack changes with the target. |
TM/HM Moves
Sun/MoonUltra Sun/Ultra Moon
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
TM01 Work Up | — | — | 30 | Raises the user's Attack and Special Attack by one stage each. | |
TM03 Psyshock | 80 | 100% | 10 | Inflicts damage based on the target's Defense, not Special Defense. | |
TM04 Calm Mind | — | — | 20 | Raises the user's Special Attack and Special Defense by one stage. | |
TM06 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
TM10 Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |
TM11 Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |
TM15 Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
TM16 Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
TM17 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
TM18 Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
TM21 Frustration | — | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |
TM27 Return | — | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |
TM29 Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
TM30 Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |
TM32 Double Team | — | — | 15 | Raises the user's evasion by one stage. | |
TM33 Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
TM42 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
TM44 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
TM45 Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |
TM48 Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |
TM49 Echoed Voice | 40 | 100% | 15 | Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200. | |
TM68 Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
TM77 Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |
TM85 Dream Eater | 100 | 100% | 15 | Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user. | |
TM86 Grass Knot | — | 100% | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. | |
TM87 Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |
TM88 Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |
TM90 Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |
TM92 Trick Room | — | — | 5 | For five turns, slower Pokémon will act before faster Pokémon. | |
TM99 Dazzling Gleam | 80 | 100% | 10 | Inflicts regular damage with no additional effect. | |
TM100 Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |
Tutor Moves
Ultra Sun/Ultra Moon
Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|
Ally Switch | — | — | 15 | User switches places with the friendly Pokémon opposite it. | |
Covet | 60 | 100% | 25 | Takes the target's item. | |
Heal Bell | — | — | 5 | Cures the entire party of major status effects. | |
Helping Hand | — | — | 20 | Ally's next move inflicts half more damage. | |
Hyper Voice | 90 | 100% | 10 | Inflicts regular damage with no additional effect. | |
Iron Tail | 100 | 75% | 15 | Has a 30% chance to lower the target's Defense by one stage. | |
Laser Focus | — | — | 30 | Guarantees a critical hit with the user's next move. | |
Last Resort | 140 | 100% | 5 | Can only be used after all of the user's other moves have been used. | |
Magic Coat | — | — | 15 | Reflects back the first effect move used on the user this turn. | |
Magic Room | — | — | 10 | Negates held items for five turns. | |
Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
Skill Swap | — | — | 10 | User and target swap abilities. | |
Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |
Telekinesis | — | — | 15 | Moves have 100% accuracy against the target for three turns. | |
Trick | — | 100% | 10 | User and target swap items. | |
Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. |
Base Stats
Hp
65
Attack
65
Defense
60
Sp. Atk
130
Sp. Def
95
Speed
110
Total
525
Type Defenses
(vs. Gen 6+ rules)